#include "CApp.h"

Graph graph_heal;
Graph graph_cover;

vector<Grito *>gritos;

CApp theApp;
const char *f_name;
int TAM_VENTANA_X;
int TAM_VENTANA_Y;
int TAM_MAX_VENTANA_X;
int TAM_MAX_VENTANA_Y;
float g_player_x;
float g_player_y;
float wind_dir_x;
float wind_dir_y;
float wind_dir_time;
float wind_dir_oldTime;
int PSEEK;
int PSEEKPNOW;
int PWAITINGP;
int PRUN;
int PATTACK;
int PGO;
int PHEAL;
vector<Character*>* enemySep;
vector<Nave*> naves;
bool termino;

// Variables de PikmenEnemy;
int PATTACKE;
int PRUNE;
int PWAITINGPE;

Character* _flash_pikmen;

vector<Obstacle*>  obstacle;

int main(int argc, char* argv[]) {
  if(argc>1){
    f_name = argv[1];
  } else {
    cout << "Se va usar el mapa por defecto mapas/default.txt" << endl;
    f_name = "mapas/map2.txt";
  }
  PSEEK =0;
  PSEEKPNOW =0;
  PWAITINGP = 1;
  PRUN  =2;
  PATTACK = 3;
  PGO = 4;
  PHEAL = 5;
  g_player_x = 100;
  g_player_y = 100;
  wind_dir_x = 4;
  wind_dir_y = 1;
  wind_dir_time = 4000;
  wind_dir_oldTime = -10000;
  termino = false;

  // Variables de PikmenEnemy
  PATTACKE = 0;
  PRUNE = 0;
  PWAITINGPE = 1;


  // CApp theApp;
  return theApp.OnExecute();
}
